Friday, March 16, 2018

Cleanse Mind - Consular - Force power



Cleanse Mind (Force Power)

◊Descriptors – emotion (calm), the Force, mental
◊Effect – Nullify • 2 points per rank +1 flat point

Cleanse Mind (Area Nullify )

◊Modifiers – increased duration: +1/rank, limited: -1/rank, precise: +1 flat point, simultaneous: +1/rank
◊Action – standard
◊Range – ranged
◊Duration – concentration
◊Results – with a successful ranged attack, you counter any mental effects you choose but only those with an emotion descriptor
◊Resist – Will
◊Overcome – Will

Description

You can counter any mental effects with an emotion descriptor (such as anger, fear, love, and so on). You can counter any or all such effects (you choose which to counter) with each use of Cleanse Mind.

You must succeed a ranged attack check to hit the target (either the creator of the effects or the subject). Then make an opposed check of your Cleanse Mind rank and the targeted effect(s) rank or the effect(s) creator’s Will defense, whichever is higher.

If you are targeting the subject of an effect rather than the effect’s user, make an opposed check of your Cleanse Mind rank vs. effect rank.

In either case, the targeted effect(s) end if your check succeeds. If your check fails by two or more degrees, trying again against the same subject during the same scene requires extra effort.

If your attempt is successful, you can use a standard action each turn to continue to suppress the effects you chose to end; the effect’s creator may not use them again (or target the subject with them again) as long as you maintain your concentration.





Stupefying Strike - Consular




Stupefying Strike

◊Descriptors – martial, talent, variable (by weapon)
◊Effect – Affliction and Damage • 1 points per 3 ranks +2 flat points (Affliction) and 1 point per rank +2 flat points (Damage)

Stupefying Strike (variable Affliction and linked variable Damage)

◊Modifiers – limited degree: -2/rank, linked: +0, variable: 2 flat points (Affliction); linked: +0, variable: 2 flat points (Damage)
◊Action – standard (attack)
◊Range – close
◊Duration – instant
◊Results – your target is damaged and possibly stunned
◊Resist – Will and Toughness
◊Overcome – Will

Description

You can make melee attacks which have a chance to stun your foes. You can attempt a Stupefying Strike unarmed or with a melee weapon. If your attack succeeds, the target takes damage equal to 1/3 your ranks in Stupefying Strike (instead of the attack’s normal damage rank) and must make a Will check (DC = your Stupefying Strike ranks) or become stunned.

A stunned target makes a Will resistance check with a DC equal to your Stupefying Strike ranks at the end of each turn to overcome the condition.




Force Suppression - Consular - Force power




Force Suppression (Force Power)

◊Descriptors – energy, the Force
◊Effect –
Affliction • 1 point per 2 ranks +1

Force Suppression (limited reaction Affliction)

◊Modifiers –increased duration: +1/rank, increased range: +1/rank, limited (only resistance checks against Force effects): -2/rank, limited degree: -1/rank, subtle: +1 flat point
◊Action – standard
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – concentration
◊Results – the target’s resistance to Force effects becomes impaired (or disabled with two or more degrees of failure)
◊Resist – Will
◊Overcome – Will

Description

You can suppress the target’s ability to resist Force powers. If your ranged attack hits and the target fails a Will resistance check, any further resistance checks made by the target against Force effects become impaired (-2 circumstance penalty) or disabled (-5 circumstance penalty) if the Will check fails by 10 or more.

Force Suppression is difficult to notice and anyone observing you while you activate or maintain the effect must succeed a DC 20 Expertise: the Force (or similar Expertise skill) or Perception check in order to recognize you as its source.

The target receives a Will check at the end of each of their turns to remove the condition, however Force Suppression affects them again on your next turn with no need for an attack roll as long as you concentrate.






Thursday, March 15, 2018

Bewildering Block - Consular




Bewildering Block

◊Descriptors – defense, martial
◊Effect – Affliction • 1 point per rank +1 flat point

Bewildering Block (reaction Affliction)

◊Modifiers – attack check required: -1/rank, insidious: +1 flat point, limited: -1/rank, limited degree: -1/rank, reaction: +3/rank, subtle: +1 flat point, quirk: -1 flat point
◊Action – reaction
◊Range – close
◊Duration – instant
◊Results – succeed a melee attack to make your opponent vulnerable when a close attack misses you
◊Resist – Will
◊Overcome – Will

Description


Whenever a close attack misses you, make an immediate melee attack check against the opponent who attacked you. If your attack hits and the target fails a Will resistance check, you create an exploitable weakness in your opponent’s defenses. This causes your opponent to become vulnerable to your next attack (or defenseless if the Will check fails by 10 or more).

Neither the target nor anyone else will notice anything unusual unless they succeed a DC 20
Expertise: Martial Arts (or similar Expertise skill) or Perception check. A success reveals only that your Bewildering Block was more than a simple parry.

The target receives a Will check at the end of each of their turns to remove the condition, and it ends automatically after you resolve an attack against the target. The target must succeed a DC 20
Expertise or Insight check to discover that they are vulnerable (or defenseless) to you, but unless their initial Expertise or Perception check succeeded, they will not realize that you caused the effect. Likewise, your target’s allies will notice the danger only by succeeding an Expertise or Perception check. 




Cryptic Stance - Consular





Cryptic Stance

◊Descriptors – martial, stance
◊Effect – Immunity 40 • 19 points

Cryptic Stance (subtle, resistible Immunity 40)

◊Modifiers – alternate effect: +1 flat point, alternate resistance: +1/per 2 ranks, concentration: -1/rank, resistible: -1/rank, subtle 2: +2 flat points, sustained: +0/rank
◊Action – standard
◊Range – personal
◊Duration – sustained
◊Results – while you focus on defense you are nearly impossible to hit
◊Resist – Expertise or Intellect  (DC 10 + your power level)

Description

Your extensive research into obscure fighting styles allows you to enter a defensive stance few can overcome.

Choose Dodge or Parry. By using a standard action each round, you gain immunity to attacks targeting the chosen defense.

Opponents able to recognize or adapt to your fighting style may find ways to penetrate your otherwise perfect defense. Attackers receive either an Expertise: Martial Arts (or similar Expertise skill) check or an Intellect check (DC 10 + your power level) and can resolve attacks against you normally on a success.





Wednesday, March 14, 2018

Consular’s Conversion - Consular - Force power




Consular’s Conversion (Force Power)

◊Descriptors – energy, the Force, healing, light side
◊Effect –
Healing • 3 points per rank

Consular’s Conversion (limited reaction Healing)

◊Modifiers –bonus effect: +1/rank, limited (absorbed energy rank): -1/rank, limited (self): -1/rank, reaction: +3/rank, source (independently directed Force energy): -1/rank
◊Action – reaction
◊Range – personal
◊Duration – instant
◊Results – you convert hostile Force energy into renewed vitality

Description

“Much to learn, you still have.”
        -Yoda

You can convert hostile Force energy effects into an invigorating boost. When you use this ability, choose one of the following effects:

•Invigorate: Remove fatigue or exhaustion caused by extra effort. Make a Healing check using your Consular’s Conversion rank or the hostile effect’s rank (whichever is lower). DC 10 removes fatigue and DC 15 removes exhaustion.
•Rebuke: Gain a bonus equal to your Consular’s Conversion rank (up to the hostile effect rank) on resistance checks against the next effect with the Force descriptor used against you by the same opponent triggering your conversion.
•Recover: Make a DC 10 Healing check using your Consular’s Conversion rank or the hostile effect’s rank (whichever is lower). Each degree of success heals one Damage condition, starting with the worst one affecting you and working down.

Note that the Force energy still has its normal effect on unless you possess Immunity of some kind.







Impartial Mediation - Consular




Impartial Mediation

◊Descriptors –interaction, talent
◊Effect – Enhanced Persuasion • 1 points per 3 ranks

Impartial Mediation (limited Enhanced Trait)

◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – you gain a bonus on Persuasion checks while acting as an impartial third party

Description

You gain a +1 bonus per rank to Persuasion checks while acting as a third party mediator. That is, while you are not representing any of the primary interested groups or individuals during a negotiation. For example, you would receive this bonus to convince a swoop gang to surrender to the local authorities, but not to convince them to surrender to you or to a government you represent. Similarly, you could try to convince a labor union and port authority to resolve a wage dispute, but not to negotiate for a lower price on starport services.